
Alternate Rogue

Alternate
Rogue Expanded
In 5e, the Rogue, while balanced, lacks interesting
decisions in and out of combat. For some, this is okay,
but for players that would enjoy a more tactical experience, the Alternate Rogue looks to capture the fantasy of playing a Rogue without reducing it to simplistic play loop. Included here are additional options for the Alternate Rogue class:
Advanced Devious Exploits. The Exploits included here may be harder to learn, or require a specific master to teach. Advanced Exploits are more fantastical in nature, and are balanced based on spells that are available to casters in 5e.
Roguish Feats. The feats included here allow all player characters to share in the abilities of the Alternate Rogue.
Additional Roguish Archetypes. Included here are eight more Archetypes for Rogues to choose from at 3rd level.
Advanced Devious Exploits
Listed below are additional Devious Exploits available to the Alternate Rogue. Each time you gain a level, you can replace one Exploit you know with another Exploit of your choice.
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Rogues with modest training and have no level prerequisite.
Oil Bomb
Prerequisites: alchemist's supplies proficiency
As an action, you can expend one Exploit Die to use a set of alchemist's supplies to craft one Oil Bomb. It retains potency until the end of your next long rest, but you cannot regain this Exploit Die until this Oil Bomb is spent.
With the Use an Object action, a creature can throw this Oil Bomb at a point it can see within 60 feet. It explodes on impact, covering a 10-foot square centered on that point with Alchemical Oil, turning it into difficult terrain. Creatures in that area on impact, and any creature that enters the area must succeed on a Dexterity saving throw or fall prone.
The Oil retains its potency on the ground for 1 minute.
Lunge
When you make an attack on your turn, you can expend an Exploit Die to move up to 10 feet immediately before making that attack, even if this would exceed your remaining speed. On hit, add your Exploit Die to the damage roll.
Riposte
Prerequisites: Dexterity of 11
When a creature misses you with a melee attack, you use a reaction to expend an Exploit Die to make a melee weapon attack against it. On hit, add your Exploit Die to the damage.
Smoke Bomb
Prerequisites: alchemist's supplies proficiency
As an action, you can expend one Exploit Die to use a set
of alchemist's supplies to craft one Smoke Bomb. It retains potency until the end of your next long rest, but you cannot regain this Exploit Die until this Smoke Bomb is spent.
With the Use an Object action, a creature can throw this Smoke Bomb at a point it can see within 60 feet. It explodes on impact, creating a 20-foot-radius sphere of smoke, which spreads around corners, centered on the impact. The smoke heavily obscures the area and lasts for 10 minutes. It can be dispersed by a moderate wind of at least 10 miles per hour.
Streetwise
Prerequisite: Charisma of 11
So long as you are in a settlement, you can use Charisma, in place of Intelligence whenever you make an Investigation or History check. When you do so, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Taunting Strike
Prerequisites: Charisma of 11 or higher
When you hit a creature within 15 feet that can see or hear you with a weapon attack, you can expend one Exploit Die to taunt it. Until the start of your next turn, it has disadvantage on all attacks against targets other than you.
2nd-Degree Exploits
Exploits of this degree represent the absolute peak of roguish skill that is achievable without dedicated training. 2nd-degree Exploits can be learned by any Rogue of 5th level or higher.
Flash Bomb
Prerequisites: 5th-level, alchemist's supplies proficiency
As an action, you can expend one Exploit Die to use a set
of alchemist's supplies to craft one Flash Bomb. It retains potency until the end of your next long rest, but you cannot regain this Exploit Die until this Flash Bomb is spent.
With the Use an Object action, a creature can throw this Flash Bomb at a point it can see within 60 feet. It explodes on impact, forcing all creatures that can see within 20 feet to make a Constitution saving throw or be Blinded for 1 minute. Any creature with the sunlight sensitivity feature makes this initial saving throw with disadvantage.
A Blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Martial Focus
Prerequisites: 5th-level
As part of a weapon attack you can expend an Exploit Die to gain advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Pinning Shot
Prerequisite: 5th-level, Strength or Dexterity of 13
When you hit a creature with a ranged or thrown weapon attack, you can expend an Exploit Die and force it to make a Strength or Dexterity saving throw (its choice). On a failure, add the Exploit Die to the damage and its speed becomes 0.
As an action, the creature can make a Strength check, and on a success the effects of this Exploit end.
Redirect
Prerequisites: 5th-level
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding your Exploit Die to its attack roll.
3rd-Degree Exploits
These Exploits are masterful acts of subterfuge and skill, and can only be learned by Rogues of 9th level or higher. Each of these Exploits can only be used once per short or long rest.
Bewildering Blow
Prerequisites: 9th-level, Strength or Dexterity of 15
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike with precise force, dealing additional damage equal to two rolls of your Exploit Die and forcing it to make a Wisdom saving throw.
On a failed save, it cannot take reactions and on each of its turns it must move half its speed in a random direction then make a melee attack against a random creature in range.
To determine the random direction and attack, assign a direction (or target) to an appropriate die and roll it. For the direction, use a d8, and for target use a d4 or larger.
This lasts for 1 minute, but it repeats this saving throw at the end of each of its turns, ending the effect on a success.
Incite Violence
Prerequisites: 9th-level, Deception proficiency
You can expend an Exploit Die to spend 1 minute giving a cunning speech to a number of creatures that can hear you equal to your level. At the conclusion, creatures who heard the entire speech must make a Wisdom saving throw.
All creatures who fail this saving throw become hostile toward a creature or location of your choice for 10 minutes.
Recruit Mercenary
Prerequisites: 9th-level, Intelligence or Charisma of 15
You can expend an Exploit Die and spend 1 hour to recruit a humanoid Mercenary from a settlement you currently occupy. For this Exploit to work, there must be a willing humanoid, such as a bounty hunter, adventurer, or other sellsword in a settlement of significant size, as determined by the DM.
You choose to recruit a Brute or Scout, which determines certain traits in their stat block. They use the Mercenary stat block below and roll their own initiative in combat. On their turn, they do their best to follow any orders you have given. If not, they will defend themselves to the best of their ability.
The Mercenary remains in your service until you dismiss them, they abandon you, or they die. You cannot regain this Exploit Die until the Mercenary leaves your service.
You can only have one Mercenary in your service at a time. Recruiting another causes others to abandon you.
Mercenary pb +3
Medium Humanoid
-
AC 18 (Brute), 15 (Scout)
- HP 6 + five times your level
- Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 16 | +3 | +6 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 16 | +3 | +6 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 8 | -1 | -1 |
- Skills Athletics +6 (Brute), Stealth +6 (Scout)
- Languages Common and one other language
Traits
Hit Dice. The Mercenary has d10 Hit Dice equal to your level. It gains the normal benefits of short and long rests.
Morale. If you fall to 0 hit points the Mercenary does everything in its power to flee and return home.
Actions
Longsword (Brute). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +3) slashing damage.
Shortbow (Scout). Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: (1d6 +3) piercing damage.
Bonus Actions
Brutal (Brute). The Mercenary uses its bonus aciton to make a Shove, Grapple, or unarmed strike attack.
Cunning (Scout). The Mercenary uses its bonus action to take the Disengage, Hide, or Search action.

4th-Degree Exploits
Exploits of the 4th-degree can only be learned by Rogues of 13th level and higher, and each 4th-degree Exploit you know can only be used once per short or long rest.
Agonizing Strike
Prerequisites: 13th-level, Dexterity of 17
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike as to inflict crippling pain and force the creature to make a Constitution saving throw.
On a failure, its speed is halved; it has disadvantage on all attack rolls, ability checks, and saving throws; and to cast a spell it must first succeed on a Constitution saving throw or its spell slot (or use of that feature) is wasted.
This effect lasts for 1 minute, but the creature can maks a Constitution saving throw without disadvantage at the end of each of its turns, ending this effect success.
Clandestine Source
Prerequisite: 13th-level, knowledge of Thieves' Cant
While in a settlement of sufficient size, you can expend one Exploit Die and spend 1 hour using the Thieves' Cant found throughout the settlement to track down a significant figure of the criminal underworld to ask questions of.
Should the DM decide that such a figure exists within the settlement, you must approach them alone, and must make a DC 15 Intelligence or Charisma saving throw (your choice) to convince them to grant you an audience. On a failed save, you are reduced to 0 hit points, and your body is left unconscious in an alleyway or gutter somewhere in that settlement.
On a successful save, you have 5 minutes to ask the figure up to five questions. The figure answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if they do not know the answer). If a one-word answer would be misleading, the figure might instead offer
a short phrase as an answer to that question.
Once you use this Exploit in a settlement, regardless if you
succeed or fail on your initial
ability check, you cannot
use it in there again
until 7 days have
passed.
Quick Draw
Prerequisites: 13th-level, Dexterity of 17
As a bonus action, you can expend an Exploit Die to enter a heightened state of focus which requires concentration. For the next minute, you can use your bonus action, including the bonus action used to activate this Exploit to make two ranged weapon attacks so long as you have ammunition.
This Exploit's effects don't stack with the swift quiver spell.
5th-Degree Exploits
Exploits of the 5th-degree can only be learned by Rogues of 17th level and higher, and each 5th-degree Exploit you know can only be used once per short or long rest.
Contingency Plan
Prerequisites: 17th-level, Intelligence of 19
At the end of a long rest, you can expend one of your Exploit Dice to put an undisclosed contingency plan into place. Until you activate this Exploit again you cannot regain this Exploit Die. You can only have one contingency plan at a time.
As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a skill the DM deems appropriate to your plan. On a success, your secret plans and preparations take effect perfectly as you described them.
The cost to execute the plan cannot exceed 5,000 gold, and the effects should not exceed those of a 7th-level spell.
For example, you might reveal that you secretly purchased a perfect spell scroll last time you were in a town, or that you paid a mercenary band or airship to come to your rescue.
Mortal Blow
Prerequisites: 17th-level
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage.
Regardless if the creature succeeds or fails on this saving throw, it takes bonus damage equal to four times your Exploit Die. If this attack reduces the target to 50 hit points or fewer, it falls Prone and is Stunned until the start of its next turn.
A creature can expend a Legendary Resistance
to avoid this effect.
Roguish Feats
The Feats listed here allow others to share in the abilities of the Alternate Rogue class. If your game uses Feats, these can be selected in place of the Ability Score Improvement feature:
Alternate Dungeon Delver
Updated Dungeon Delver Feat
You are as skilled as one can be at exploring dungeons and disarming deadly traps. You gain the benefits listed below:
- You gain proficiency in your choice of either Perception, Investigation, or thieves' tools. Moreover, when you make an ability check using any of these proficiencies, you can treat a roll of 7 or lower on the d20 as an 8.
- You have advantage on saving throws to avoid or resist traps and are resistant to the damage dealt by traps.
- Traveling at a fast pace in a dungeon doesn't impose a penalty on passive Investigation and Perception scores.
Alternate Poisoner
Updated Poisoner Feat
Prerequisites: Intelligence of 13 or higher
You are dedicated student of the toxic arts and are able to produce potent poisons. You gain the following benefits:
- You gain proficiency in poisoner's kits. If you are already proficient, you now add double your Proficiency Bonus
to any ability check that utilizes your poisoner's kit. - Whenever you make an ability check to detect or identify
a poison, venom, or toxin, you have advantage on the roll. - Whenever you deal poison damage to a creature you can
choose to deal acid or necrotic damage. - During a long rest, you can spend 1
hour using a poisoner's kit and
craft vials of minor poison
from craft minor poison
Exploit equal to your
Intelligence modifer. - You can apply your
poisons to objects
as a bonus action.
Alternate Skulker
Updated Skulker Feat
Prerequisites: Dexterity 13 or higher
You are an expert at slinking through shadows and staying hidden when you need to. You gain the benefits listed below:
- When you are lightly obscured, you can take the Hide action as a bonus action on your turn.
- If you are hidden from a creature and miss with a ranged attack you don't reveal your position.
- Dim light doesn't impose disadvantage on your ability checks that rely on your sense of sight.
Devious Training
You have studied dastardly techniques to perform Devious Exploits. You gain the following benefits:
- You learn two 1st-degree Devious Exploits of your choice from those available to the Alternate Rogue. If an Exploit requires a saving throw, the DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier.
- Each time you gain a level, you can replace one Exploit with another 1st-degree Devious Exploit of your choice.
- You gain two d4 Exploit Dice to fuel your Exploits. They are expended when you use them, and you regain them when you finish a short or long rest.
- If you have Exploit Dice from another feature, you gain one Exploit Die equal in size to your other Exploit Dice.
Roguish Initiate
You have spent time honing talents associated with the criminal underworld. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You learn to speak, read, write, and decode Thieves' Cant.
- Choose one of the following actions: Dash, Hide, or Use an Object, and you can use that Action as a bonus action.
You can choose this Feat multiple times. Each time you do
you must pick a different action from the list above, and you
learn to speak, read, and write one language of your choice.
Additional Archetypes
At 3rd level, Rogues gain the Roguish Archetype feature. The following Archetypes are available to the Rogue, along with those presented in the base Alternate Rogue class:
Acrobat | Gambler | Seeker |
Avenger | Ruffian | Skinchanger |
Bloodknife | Saboteur | Surgeon |
Acrobat
Acrobats are daredevil Rogues who seek out danger, living for the adrenaline rush from a near-death experience. Acrobats would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.
Acrobat Exploits
3rd-level Acrobat Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level | Exploit |
---|---|
3rd | aerial maneuver, lightstep |
5th | dirty hit, trick shot |
9th | survey settlement |
Acrobatic Training
3rd-level Acrobat Archetype feature
You have honed your body into the perfect tool, able to strike and maneuver with precision. You gain the following benefits:
- You gain a climbing speed equal to your walking speed.
- You can climb difficult and sheer surfaces without making an ability check if you move at half your normal speed.
- You can use Dexterity to calculate your jump distances.
- Your unarmed strikes gain the finesse property, and on hit, they deal bludgeoning damage equal to your Exploit Die +
your Strength or Dexterity modifier (your choice).
Flying Strike
3rd-level Acrobat Archetype feature
When you fall at least 5 feet then hit a creature with a melee weapon attack, your attack qualifies for Sneak Attack, so long as you do not have disadvantage on your attack roll.
When you hit with this attack, the target must succeed on a Strength saving throw against your Exploit save DC or it falls Prone. Targets larger than you have advantage on their save.
Death From Above
7th-level Acrobat Archetype feature
You strike at your foes from unorthodox airborne positions. If you make a weapon attack while airborne and at least 10 feet off the ground you have advantage on your attack roll.
Slow Fall
7th-level Acrobat Archetype feature
Your experience falling from great heights has made you an expert at landing without hurting yourself. You can use aerial maneuver at-will, without expending an Exploit Die.
If you land on something soft to breaks your fall, like a body of water or wagon of hay, you take no damage from that fall.
Defy Death
13th-level Acrobat Archetype feature
Your many close brushes with death have made you adept at escaping it. You add your Proficiency Bonus to death saving throws. When you make a death saving throw and roll above a 20, it has the same effect as if you rolled a 20 on the d20.
Stunning Leap
13th-level Acrobat Archetype feature
As a bonus action, you can spend 5 feet of movement to jump up to 20 feet, even if this would exceed your remaining speed.
Masterful Aerialist
17th-level Acrobat Archetype feature
You are unparalleled in your ability to maneuver your body. Whenever you make a Dexterity ability check or saving throw and the total result is lower than your Dexterity score, you can use your Dexterity score in place of your roll.
Avenger
Most adventurers who serve gods do so openly as priests,
Clerics, or Paladins. However, some sinister and ruthless
deities bestow divine power on Avengers. These zealous
servants work to impose the will of their god on the world,
and will use whatever means necessary.
Anointed Magic
3rd-level Avenger Archetype feature
Your fervent devotion to your god has infused you with the ability to channel Divine Favor to cast divine magic:
Divine Favor. The blessings of your god are represented by a pool of Divine Favor. The Anointed Magic table on the next page shows how much Divine Favor you have to cast Avenger spells of 1st-level and higher. To cast a spell, you must expend Divine Favor equal to the spell's level, and you regain all your expended Divine Favor when you finish a short or long rest.
Divine Limit. Your Rogue level limits the amount
of Divine Favor you can channel at once.
This limit is shown in the Divine Limit
column of the Anointed Magic Table.
Spells Known. You learn
two 1st-level spells of
your choice from the
Avenger spell list on the next page. The Spells Known column of the Anointed Magic table shows when you learn more Avenger spells of 1st-level or higher. Spells you learn must be of a level equal to, or lower than, the Divine Limit
as shown for your Rogue level.
Whenever you gain a level, you can choose one Avenger spell you know and replace it with another Avenger spell of
your choice of a level equal to your Divine Limit or lower.
Spellcasting Ability. Charisma is your spellcasting ability for your Avenger spells, so you use your Charisma whenever
a spell refers to your spellcasting ability, when you set a spell saving throw DC, or when you make a spell attack roll.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier
Consecrated Blade
3rd-level Avenger Archetype feature
During a short or long rest you can perform a 1 hour ritual to consecrate one melee weapon you touch. If you perform this ritual on another weapon, the holy benefits transfer to it.
Your Consecrated Weapon counts as a Holy Symbol you can use it as a spellcasting focus for your Avenger spells. You can also add your Sneak Attack bonus damage to the attacks with this weapon even if it does not have the finesse property.
However, all other rules of for Sneak Attack still apply.
Optional Rule: Divine Domain
When playing an Avenger, talk with your DM about choosing a Divine Domain from the Cleric class for your Rogue. When you learn an Avenger spell, you can also choose from that list of Domain Spells.
Anointed Magic
Rogue Level | Spells Known | Divine Favor | Divine Limit |
---|---|---|---|
3rd | 2 | 2 | 1 |
4th | 2 | 3 | 1 |
5th | 3 | 3 | 1 |
6th | 3 | 3 | 1 |
7th | 4 | 4 | 2 |
8th | 4 | 4 | 2 |
9th | 5 | 4 | 2 |
10th | 5 | 5 | 2 |
11th | 5 | 5 | 2 |
12th | 5 | 5 | 2 |
13th | 6 | 6 | 3 |
14th | 6 | 6 | 3 |
15th | 6 | 6 | 3 |
16th | 6 | 7 | 3 |
17th | 7 | 7 | 3 |
18th | 7 | 7 | 3 |
19th | 7 | 8 | 4 |
20th | 7 | 8 | 4 |
Channel Divinity
7th-level Avenger Archetype feature
You draw directly upon the power of your deity to produce the miraculous effects below. You can use each of these abilities once between each short or long rest. When you have no uses left, you can expend 1 Divine Favor to use a feature again:
Divine Awareness. As a bonus action, you can open your awareness to powerful extraplanar good and evil. For the next 10 minutes, you know the location and creature type of any celestial, elemental, fey, fiend, or undead within 60 feet of you that isn't behind total cover or hidden from divination magic.
Vow of Enmity. As a bonus action, you can hold aloft your Consecrated Weapon and verbally condemn one creature you can see within 30 feet. For 1 minute, or until it dies, you have advantage on your attack rolls against it, and you can choose for your weapon attacks to deal radiant damage to it.
Divine Step
13th-level Avenger Archetype feature
Nothing stands between you and those you mark for justice. As a bonus action, you can expend 2 Divine Favor to instantly teleport to an unoccupied space you can see within 60 feet that is within 5 feet of a hostile creature. When you appear you can make one weapon attack against it with advantage.
Hand of the Gods
17th-level Avenger Archetype feature
You stand among the most loyal and trusted mortal servants of your god. You regain the use of both your Channel Divinity features when you roll initiative.
Also, when you reduce the
target of Vow of Enmity to
0 hit points, you regain
expended Divine Favor
equal to your Charisma
modifier (min. of 1).
Avenger Spell List
Here is the list of spells available to Avenger Rogues. Spells can be found in the Player's Handbook, Xanathar's Guide to Everything*, and in Tasha's Cauldron of Everything**.
Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.
1st-Level
bane
bless
cause fear *
charm person
command
compelled duel
comprehend languages
divine favor LL
ethereal anchor LL
expeditious retreat
guiding bolt
heroism
inflict wounds
sanctuary
searing smite LL
shield of faith
thunderous smite LL
wrathful smite LL
2nd-Level
aid
augury
blindness/deafness
branding smite LL
darkness
invisibility
locate creature LL
mind spike *
misty step
pass without trace LL
shadow blade *
silence
suggestion
zone of truth
3rd-Level
bestow curse
blinding smite LL
clairvoyance
daylight
dispel magic
fear
guardian of faith
speak with dead
spectral passage
spirit shroud **
vampiric touch
4th-Level
accused touch LL
banishment
blight
death ward
divination
staggering smite LL
Bloodknife
The Infernal Legions have many soldiers, but none are more deadly than those known as Bloodknives. These elite infernal warriors enhance their skills with blood magic. By sacrificing their own vitality, they gain access to abilities beyond the skill of other mortals. Experts at sowing chaos and death among, their foes, Bloodknives are dispatched by the Lords of Hell only when an especially powerful foe needs to be dealt with.
Bloodknife Exploits
3rd-level Bloodknife Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level | Exploit |
---|---|
3rd | commanding presence, precision strike |
5th | crippling strike, martial focus |
9th | bewildering blow |
Dread Strike
3rd-level Bloodknife Archetype feature
You can sacrifice your own vitality to empower your attacks with infernal magicks. When you hit a creature with a melee weapon attack, you can reduce your maximum hit points by one roll of your Exploit Die to gain the following benefits:
- You do not need advantage on your attack roll to qualify for Sneak Attack. All other Sneak Attack rules still apply.
- You use d8s for your Sneak Attack bonus instead of d6s.
- You can choose for the attack's damage to be necrotic.
- If the attack reduces a hostile target to 0 hit points, you can gain temporary hit points equal to your Rogue level.
Reductions to your maximum hit points from this feature last until the end of your next long rest, at which point, your
maximum hit point changes from this return to normal.
Forked Tongue
3rd-level Bloodknife Archetype feature
You learn to speak, read, and write Abyssal or Infernal, and depending on the language you choose, you gain proficiency in either Deception (Infernal) or Intimidation (Abyssal).
Whenever you make an ability check with that skill, you can treat a d20 roll of 7 or lower on the d20 as an 8.
Hellish Curse
7th-level Bloodknife Archetype feature
When you hit a creature with a Dread Strike attack, it cannot regain hit points until it finishes a long rest.
Also, whenever you use Dread Strike, you can reduce your Sneak Attack bonus by 1d8 and force the creature to make a Charisma saving throw against your Exploit save DC. On a failure, it is Frightened of you until the end of its next turn.
Siphon Vitality
7th-level Bloodknife Archetype feature
You can draw life from the pain you inflict. Whenever you hit with a Dread Strike you can gain temporary hit points equal to your Rogue level. If your Dread Strike reduces your target to 0 hit points it does not reduce you maximum hit points.
Umbral Veil
13th-level Bloodknife Archetype feature
Your service to the infernal powers has earned you a sinister blessing. You are always under the effects of the nondetection spell, and once between each long rest, you can cast greater invisibility on yourself, without expending a spell slot.
Touch of Death
17th-level Bloodknife Archetype feature
You wield infernal magic comparable to the most powerful servants of Hell. The Frightened condition from your Hellish Curse lasts indefinitely. The creature repeats its saving throw at the start of each of its turns. On a success the effect ends, but on a failure, it gains 1 level of Exhaustion.
Gambler
While all Rogues excel at risky behavior, the life of a Gambler revolves around ever-increasing risk. Gamblers enjoy nothing more than high-stakes situations where they'll put everything on the line. Usually found in dank taverns and gambling dens, these Rogues can't help but gamble any gold or treasure they gain adventuring at a possible chance for more wealth.
Gambler Exploits
3rd-level Gambler Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level | Exploit |
---|---|
3rd | quick quip, subtle con |
5th | soothing speech, trick shot |
9th | incite violence |
Gambler's Knack
3rd-level Gambler Archetype feature
In life's games, sometimes you win, and sometimes you need to improvise. You gain proficiency with improvised weapons, playing cards, and one gaming set of your choice. Whenever you make an ability check that incorporates a gaming set you gain a bonus to your roll equal to your Exploit Die.
Also, when you make an improvised weapon attack, it uses your Exploit Die for its damage unless it was already higher.
Finally, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your Proficiency Bonus to any ability check related to the game. However, only one game or gaming set can benefit from this feature a time.
Pick a Card
3rd-level Gambler Archetype feature
Decks of cards count as simple weapons for you. When you wield them as a weapon, playing cards have both the finesse and thrown (30/60) properties, and on hit, they deal slashing damage equal to 1d4 + your Dexterity modifier.
Once per turn, when you hit with a playing card attack the number that you rolled on the d4 grants your attack a bonus effect as shown in the table below:
Roll | Bonus Effect |
---|---|
1 | The target's speed is reduced to 10 feet until the beginning of your next turn. |
2 | Add your Sneak Attack bonus damage even if this attack doesn't meet the requirements. |
3 | You gain temporary hit points equal to twice your Exploit Die. |
4 | You can switch places in initiative order with the target, starting with the next round. |
Alternately, you can use a deck of standard playing cards to determine the bonus effect applied to playing card attacks by drawing a random card on hit and checking its suit: clubs (1), diamonds (2), hearts (3), spades (4), or Joker (your choice).
Strange Luck
7th-level Gambler Archetype feature
You are blessed with an entertaining, yet strange, luck. Your weapon attack rolls score a critical hit on a roll of 7 or 20 on the d20, but your weapon attack rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!
Quickdraw
13th-level Gambler Archetype feature
You always make the first move. You have advantage on your initiative rolls, and if you make a playing card attack during your first turn, you can choose the effect of Pick a Card.
In addition, you learn the quick draw Exploit. It does not
count against against your Exploits Known, but it cannot
be replaced. When you use quick draw it also works
for your thrown weapon attacks.
Jackpot
17th-level Gambler Archetype feature
Your good fortune is another's bad luck.
Whenever you roll a 6 on a d6 for one
your Sneak Attack bonus damage
dice, you roll another d6 and add
the result to the damage roll. You
continue rolling additional damage
dice until you don't roll a 6.
In addition, the damage dealt
by your playing card attacks
increases to 2d4 + your
Dexterity modifier, and you
choose which of those d4
results determines your
Pick a Card for that attack.
If you score a critical hit
with a playing card attack,
you can choose for two of
your Pick a Card effects
to happen.
Ruffian
Not all Rogues rely on cunning and subterfuge to thwart their foes. Ruffians prefer to face enemies directly with devastating blows and their ruthless style of combat. Often employed as hired muscle for thieves' guilds, gangs, and other groups that don't shy away from the use of violence, Ruffian Rogues can be found in any settlement or city where crime holds sway.
Ruffian Exploits
3rd-level Ruffian Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level | Exploit |
---|---|
3rd | streetwise, sweeping strike |
5th | dirty hit, grasp of night |
9th | recruit informant |
School of Hard Knocks
3rd-level Ruffian Archetype feature
You use brute force not often employed by Rogues in combat. Your unorthodox fighting style grants you the benefits below:
- You gain proficiency with improvised weapons.
- Your unarmed strikes deal bludgeoning damage equal to your Exploit Die + your Strength modifier on hit.
- You can apply your Sneak Attack bonus to your attacks with improvised weapons, unarmed strikes, and simple melee weapons. All other Sneak Attack rules still apply.
- You can use the bonus action granted by your Cunning Action to make an unarmed strike, Grapple, or Shove.
- You can use your Constitution, instead of Dexterity, when calculating your Armor Class in light and medium armor.
Shake Down
3rd-level Ruffian Archetype feature
Your work requires skills that you have become particularly reliable in employing. You gain proficiency in Intimidation, and whenever you make a Strength (Athletics),
or a Strength (Intimidation) check, you can
treat a roll of 7 or lower on the d20 as an 8.
Intimidating Blow
7th-level Ruffian Archetype feature
Your ruthless style of fighting inspires fear in your enemies. When you add your Sneak Attack bonus to a melee attack, you can use Cunning Strike to reduce the bonus damage by 1d6 and force either your target, or a different creature that can see you within 30 feet to make a Wisdom saving throw against your Exploit save DC.
On a failed save, the creature is Frightened of you until the end of your next turn.
Nerves of Steel
7th-level Ruffian Archetype feature
Fear is a weapon to manipulate cowards and the weak-willed. You gain immunity to the Frightened condition, and you have advantage on weapon attacks against Frightened creatures.
The fury that fuels you also causes your unarmed strikes to count as magical for overcoming resistance and immunity.
Criminal Connections
13th-level Ruffian Archetype feature
You have a knack for finding criminal connections in any city. You learn the Clandestine Source Exploit. It does not count against your Exploits Known, but you cannot replace it.
Dodge & Counter
13th-level Ruffian Archetype feature
You can use your enemies' momentum against them. When
a creature that is one size larger than you or smaller misses you with a melee attack, you can use your reaction to force it to make a Dexterity saving throw against your Exploit Save DC. On a failed save, it suffers one of the following effects:
- It falls prone and its speed is 0 for the rest of that turn.
- If you have a free hand, you can automatically Grapple it.
- You can make one unarmed strike attack against it.
Ruthless Strike
17th-level Ruffian Archetype feature
You strike with at those who fear you with ruthless intent. When you add your Sneak Attack bonus to a melee weapon
attack against a creature that is Frightened of
you, you can choose for your attack to become
an automatic critical hit.
Once you use this feature you must finish a
short or long rest before you can do so again.
Saboteur
Some Rogues combine their skills with a knowledge of alchemy to craft explosives. Known as Saboteurs, these
strange alchemists have many specialties; demolition,
siege war, or entertainment. Delighting in destruction, Saboteurs are invaluable allies and dangerous foes.
Alchemical Explosives
3rd-level Saboteur Archetype feature
You gain proficiency in alchemist's supplies,
along with the knowledge of synthesizing
Explosives using the rules below:
Explosives Known You learn have to
craft two Explosives, a Hand Bomb and
one other Explosive of your choice from
the list of Explosives on the next page.
Additional Explosives. You learn one
additional Saboteur Explosive of your choice
when you reach 7th, 13th, and 17th level in this
class. Also, whenever you learn a Devious Exploit,
you canforgo that Exploit to learn another Explosive.
You can learn an Explosive at the same time that you
meet any prerequisites that Explosive may have.
Crafting Explosives. During each long rest, you can
spend 1 hour using alchemist's supplies to craft one of
each Explosive you know, without expending Dice.
Explosives are Tiny objects that last until the end of
your next long rest. You determine the appearance of
your Explosives, but this has no effect on its effects.
As an action, you can use alchemist's supplies to
craft one Explosive you know by spending the number
of Exploit Dice listed in its description. When you craft an Explosive in this way, you cannot regain these Exploit Dice spent until the Explosive is detonated or destroyed.
Using Explosives. A creature can take the Use an Object action to throw one of your Saboteur Explosives at a point it can see within 60 feet. It explodes on impact, generating the effects in its description centered on the point of impact.
Explosive save DC. When an Explosive forces a target to make a saving throw, it uses your Exploit Save DC.
Destructive Strikes
3rd-level Saboteur Archetype feature
Your work has given you a knack for identifying structural weak points. When you damage a non-magical structure or object with a melee weapon attack, an Explosive, or Exploit, your attack is an automatic critical hit.
You also always apply your Sneak Attack bonus when you attack Construct, so long as you don't have disadvantage.
Saboteur Exploits
3rd-level Saboteur Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level | Exploit |
---|---|
3rd | alchemical adept, smoke bomb |
5th | alchemical oil, flash bomb |
9th | bewildering blow |
Quick Chemistry
7th-level Saboteur Archetype feature
Your skill allows you to concoct and use Explosives quickly. You can use a bonus action on your turn to expend Exploit Dice to craft a Saboteur Explosive you know.
Also, whenever you craft an Explosive, you can change its damage to magical bludgeoning, piercing, fire, or thunder.
Sabotage
13th-level Saboteur Archetype feature
You are adept at exploiting creatures who are unaware. Any creature that is Surprised or hasn't yet acted during the first round of combat has disadvantage on its initial saving throw against any Saboteur Explosives thrown by you.
In addition, whenever you roll initiative, you can craft one Hand Bomb without expending an Exploit Die, or craft one Explosive you know, expending Exploit Dice as normal.
Hair Trigger
17th-level Saboteur Archetype feature
You have modified your Explosives so you can detonate them from afar. When you craft an Explosive, you can incorporate a rudimentary arcane remote to trigger it from afar.
As an action, you can explode one Explosive that is crafted with a remote trigger, so long as you are within 200 feet of it.
Saboteur Explosives
Here is the list of Explosives available for Saboteurs to learn. If a Saboteur Explosive has a prerequisite level, you can learn it at the same time that you meet its prerequisite level:
Glittering Dust
Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die
On impact, reflective particles cover a 20-foot cube, forcing creatures in that area to make a Dexterity saving throw. On a failed save, creatures are covered in these particles, and any attack roll made against them is made with advantage.
A creature can use its action to scrape all these reflective particles off of it, ending the effects of this Explosive.
Hand Bomb
Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die
On impact, this simple, yet effective explosive detonates and forces targets within 5 feet to make a Dexterity saving throw. They take fire damage equal to your Sneak Attack bonus on
a failed save, and half as much fire damage on a success.
Seismic Charge
Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die
On impact, this bomb disrupts the earth, forcing creatures within 10 feet to make a Strength saving throw. On a failure, they take thunder damage equal to half your Sneak Attack bonus, and any Large or smaller creatures fall Prone. On a success, they take half as much damage and don't fall.
Non-magical structures of wood, earth, or stone take the maximum damage from this Explosive, and the area of the explosion becomes difficult terrain until it is cleared.
Tangleroot
Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die
On impact, synthetic vines burst forth, and creatures within
5 feet must succeed on a Dexterity saving throw or they are Restrained for 1 minute. As an action, a creature can make a Strength or Dexterity check, escaping on a success.
Thunder Pulse
Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die
On impact, a wave of thunderous force bursts forth, audible out to a distance of 300 feet, forcing everything in a 15-foot cube to make a Constitution saving throw. On a failure, they take thunder damage equal to half your Sneak Attack bonus and are pushed 10 feet away from the point of impact. On a success, they take half as much damage and are not moved.
Alchemical Webbing
Prerequisite: 7th-level Rogue, Cost: 2 Exploit Dice
On impact, sticky alchemical webbing covers a 20-foot cube creating difficult terrain and lightly obscuring in that area. If there aren't any vertical surfaces, walls, or ceilings to support the webbing, it collapses and instantly dissolves.
Any creature that starts its turn in or enters the area during its turn must make a Dexterity saving throw or be Restrained by the webbing. As an action, a Restrained creature can make a Strength or Dexterity check, escaping on a success.
The alchemical webbing remains for 1 minute. If it takes any fire damage all the webbing is instantly dissolved.
Caustic Bomb
Prerequisites: 7th-level Rogue, Cost: 2 Exploit Di e
On impact, caustic acid explodes outward, forcing creatures within 10 feet to make a Dexterity saving throw. On a failure, targets take acid damage equal to your Sneak Attack bonus and are coated in alchemical acid for 1 minute. On a success, they take half as much acid damage and are not coated.
While coated in acid, a creature takes acid damage equal to twice your Exploit Die until it uses its action to remove it.
Incendiary Bomb
Prerequisite: 7th-level Rogue, Cost: 2 Exploit Dice
On impact, a ball of fire rushes outward in a 30-foot radius, forcing creatures within the area to make a Dexterity saving throw. Creatures take fire damage equal to your Sneak Attack bonus on a failed save, and half as much on a success.
Moreover, any flammable objects in this area are ignited.
Noxious Gas
Prerequisite: 7th-level Rogue, Cost: 2 Exploit Dice
On impact, a cloud of putrid yellow gas spreads outward in a 20-foot radius sphere. It spreads around corners and heavily obscures the area for 1 minute. Any creature that starts its turn within the cloud must succeed on a Constitution saving throw or spend its turn gagging a reeling from the gas. Any creature that is immune to poison or doesn't need to breathe automatically succeeds on its Constitution saving throw.
Greater Seismic Charge
Prerequisite: 13th-level Rogue, Cost: 3 Exploit Die
On impact, this bomb disrupts the earth, forcing creatures within 30 feet to make a Strength saving throw. On a failure, they take thunder damage equal to your Sneak Attack bonus and any Huge or smaller creatures fall Prone. On a success, they take half as much damage and do not fall Prone.
Non-magical structures of wood, earth, or stone take the maximum damage from this Explosive, and the area of the explosion becomes difficult terrain until it is cleared.
Vitriolic Charge
Prerequisite: 13th-level Rogue, Cost: 3 Exploit Dice
On impact, a wave of acidic chemicals explodes outward in
a 30-foot radius forcing any creatures in that area to make a Dexterity saving throw. On a failure, they take acid damage equal to your Sneak Attack bonus, and acid damage equal to half your Sneak Attack bonus at the start of their next turn.
Astral Vortex
Prerequisite: 17th-level Rogue, Cost: 4 Exploit Dice
On impact, a rift to the Astral Plane opens and creatures within 5 feet must succeed on a Charisma saving throw or
be sucked through the rift and remain there for 1 minute. After which, the rift to the Astral Plane disappears.
At the end of each of its turns, any creature that has been banished through the rift to the Astral Plane can repeat this saving throw, returning to its original space on a success.

Seeker
Many Rogues use their larcenous talents to plunder forgotten temples and dusty tombs, and sometimes they uncover elder magic. Known as Seekers, these arcane explorers are known for collecting ancient secrets and fragments of eldritch power to augment their considerable skills with strange abilities.
Relic Hunter
3rd-level Seeker Archetype feature
You have spent many long nights learning about civilizations long forgotten by most mortals. You learn to speak, read, and write two additional languages of your choice. Often, Seekers choose to learn archaic, ancient, or exotic languages.
You also gain proficiency in History, and if you spend at least 10 minutes touching and examining an object, you can ascertain its civilization of origin and its approximate age.
Relic Magic
3rd-level Seeker Archetype feature
You have cobbled together an eclectic assortment of arcane objects and trinkets that grant you the following benefits:
Relics. Relics are Tiny objects imbued with strange and ancient magics, and they often resemble the origin or type of magic within them. At 3rd level, you have three Relics.
Relic Spells. Each of your Relics is imbued with a Relic Spell of your choice that cannot be changed. A Relic Spell is
a Cantrip or Ritual spell of 2nd-level or lower, chosen from any class spell list. While you hold a Relic, you can cast the Cantrip or the ritual version of the spell within it.
Additional Relics. You gain two additional Relics of your choice when you reach 7th, 13th, and 17th level in this class. Also, each time you gain a new Relic, you can replace one of your current Relic spells with another spell of your choice.
Sneak Attack. Relic Spell attacks qualify for your Sneak Attack even though they are not ranged or finesse weapons. You must meet all other Sneak Attack requirements.
Saving Throws. Your ability to use Relic magic is based
on an understanding of its ancient workings. Intelligence
is your Spellcasting modifier for Relic abilities and spells:
Spell save DC = 8 + your Proficiency Bonus
+ your Intelligence modifier
Spell attack modifier = your Proficiency
Bonus + your Intelligence modifier
Elder Relics
7th-level Seeker Archetype feature
In your strange travels and adventures you have unearthed Elder Relics. You gain two Elder Relics, each contain one
of the features listed below. Elder Relics use your Rogue
level and Relic Spellcasting modifier:
Channel Divinity. The Elder Relic contains the rites
for a Channel Divinity from a Cleric Divine Domain of
your choice. You can invoke the Channel Divinity once
between each short or long rest.
Eldritch Invocation. The Elder Relic contains one
Eldritch Invocation of your choice from the Warlock.
To choose an Invocation, your Rogue level must meet
the Warlock level prerequisite, if any.
Greater Ritual. The Elder Relic contains one ritual
spell of your choice of 5th-level or lower.
Ancient Magicks
13th-level Seeker Archetype feature
You have added many esoteric and forgotten secrets to your collection. During a long rest, you can perform a 1-hour ritual to replaces one of your Relic's spells to another Relic Spell.
Also, whenever you cast a Relic Cantrip you can add your Intelligence modifier to the damage roll, so long as you do not already add your spellcasting modifier to the damage roll.
You also gain two additional Elder Relics of your choice.
Ancient Lore
17th-level Seeker Archetype feature
You understand and can manipulate the magic of the ancient world in a way that few living mortals do. You have advantage
on saving throws you make to resist the effects of spells, and you gain one final Elder Relic of your choice.
Finally, over the course of 1 hour, which can be during a short or long rest, you can perform a special ritual on one of your Relics or Elder Relics, changing its effect out for another possible Relic or Elder Relic effect of your choice.
Optional Rule: Elder Relics
Talk to your DM about using Relics that can mimic the effects of Totems, Talents, or Blood Curses!
Skinchanger
The elder magicks of the Druids are jealously guarded secrets, only passed on to those worthy. Skinchangers
are Rogues that have been granted (or have stolen), a
portion of this elder magic, and use its primal power
to enhance their skills. Often found in the service of
powerful Fey or Archdruids, Skinchangers take on
Beast Shapes to go where no other Rogue could go.
Druidic Secrets
3rd-level Skinchanger Archetype feature
You can speak, read, and write Druidic, the elder
language of Druids. You can use it to leave hidden
messages only decipherable by Druidic speakers.
You also count as a Druid for the purposes of
attuning to magic items and using spell scrolls.
Limited Wild Shape
3rd-level Skinchanger Archetype feature
As a bonus action, you can use Druidic magic to
Shift into Beast Shapes using the rules below:
Beast Shapes. At 3rd level, you know three Beast
Shapes of CR 1/4 or lower, all chosen from among
living Beasts that you have seen before.
When you Shift, your game statistics are replaced
by those of that Beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving
throw proficiencies, in addition to gaining those of the
Beast. If you and the Beast Shape share a saving throw
or skill proficiency, use the higher bonus.
Duration and Uses. You can stay in a Beast Shape for up to 1 hour, but you revert to your normal form early if you are Incapacitated or if you use a bonus action to do so.
You can use Wild Shape a number of times equal to your Wisdom modifier (minimum of once). You regain one use of this feature when you finish a short rest, and all of expended uses when you finish a long rest.
Equipment. You can choose for any natural or unrefined equipment, such as objects made from wood, animal parts, or other natural materials, to merge with your Beast Shape. Any equipment made from metals or highly processed materials, such as metal weapons or armor, fall to the ground in your space when you Shift into a Beast Shape.
Features. You retain all benefits and features from your class, race, or other sources, including Exploits, and can still use them so long as your Beast Shape is physically capable of doing so. However, you can't use any special Senses you have, like Darkvision, unless the Beast Shape has that Sense.
Sneak Attack. In Beast Shape, you can apply your Sneak Attack bonus to your natural weapon attacks. However, you must meet all other normal conditions for Sneak Attack.
This feature does not apply to Diminutive Beast Shapes.
Casting Spells. You cannot cast spells while you are in a Beast Shape. However, you can maintain your concentration on spells and other abilities you used before you Shifted.
Learning New Beast Shapes. You can learn new Beast Shapes by using an action to touch a living, non-hostile Beast of a CR 1/4 or lower and expending an Exploit Die. However, you must choose one of the Beast Shapes you already know to replace with the knowledge of this new Beast Shape.
Elder Shapes
7th-level Skinchanger Archetype feature
You have gained a greater mastery over your Druidic abilities. You can learn and Shift into Beast Shapes with a CR as high as 1/2. You also learn one Beast Shape of your choice of CR 1/2 or lower, chosen from living Beasts you have seen.
This limit increases again at certain Rogue levels, and each time it does you learn one Beast Shape using the same rules, and your number of Beast Shapes Known increases by 1: at 13th level (CR 1 Beasts) and at 17th level (CR 2 Beasts).
Instinctual Strikes
7th-level Skinchanger Archetype feature
Elder magic suffuses your Wild Shapes. Your natural weapon attacks in Beast Shape count as magical for overcoming both resistance and immunity to nonmagical attacks.
Bestial Physique
13th-level Skinchanger Archetype feature
Your time spent in Beast Shapes has enhanced the abilities of your normal form. When you make an ability check based on your sense of sight, hearing, or smell, you gain a bonus to your roll equal to one roll of your Exploit Die.
Also, your unarmed strikes gain the finesse property and deal slashing damage equal to your Exploit Die.
Druidic Mastery
17th-level Skinchanger Archetype feature
You have mastered the primal magic of the Druids. You can remain in your Beast Form transformations indefinitely. Also, when you have no uses of your Wild Shape remaining, you can expend one Exploit Die to use Wild Shape again.
Surgeon
When an adventurer is maimed by a monster or a soldier is wounded in battle, and the luxury of magical healing is not an option, Surgeons step in to fill the void. Using their intimate understanding of anatomy and biology, Surgeons can analyze any ailment, and, when pressed, they can turn their medical knowledge onto their foes, crippling them with precise cuts.
Surgeon Exploits
3rd-level Surgeon Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level | Exploit |
---|---|
3rd | arresting strike, first aid |
5th | crippling strike, exposing strike |
9th | bewildering blow |
Anatomical Studies
3rd-level Surgeon Archetype feature
You are a dedicated student of the sciences of medicine and anatomy. You gain proficiency in both Medicine and Nature, and you make Intelligence (Medicine) checks. Also, during a long rest, you can spend 1 hour restocking Healer's Kits, and they regain a total number of uses equal to your Rogue level.
When you use first aid, you can expend a use of a Healer's Kit to grant the target advantage on its Hit Die rolls.
Surgical Skill
3rd-level Surgeon Archetype feature
Your knowledge of anatomy allows you to strike with deadly precision. Your weapon attack rolls against Beasts, Giants, Humanoids, Monstrosities, and Undead score
a critical hit on a roll of 19-20 on the d20.
You can also use your bonus action to
make a Medicine check or to use the
first aid Exploit on a creature.
Cultivated Immunity
7th-level Surgeon Archetype feature
You have inoculated yourself against common ailments. You gain resistance to poison and necrotic damage, and you have advantage on saving throws to resist poison and disease.
Surgical Strike
7th-level Surgeon Archetype feature
Your increased knowledge of anatomy and its applications in battle allow you to cripple your foes with ease. When you use one of your Surgeon Exploits with Cunning Strike, its cost is reduced by 1d6 (to a minimum of 0d6) if the target is a Beast, Giant, Humanoid, Monstrosity, or Undead.
You can also expend two uses of a Healer's Kit to cure one creature you touch of the Poisoned condition or one disease.
Fantastical Anatomy
13th-level Surgeon Archetype feature
You have learned much about the anatomy of the creatures of the multiverse. Your weapon attack rolls against all creatures except for Constructs, Oozes, and Plants score a critical hit on a roll of 18 through 20 on the d20.
In addition, the benefits of Surgical Strikes now applies to all creature types except for Constructs, Oozes, and Plants.
Expert Surgeon
17th-level Surgeon Archetype feature
Your medicinal abilities are nearly supernatural. You can use each of the abilities below once between each long rest:
Deadly Contagion. When you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw against your Exploit save DC. On a failure, it suffers an effect of your choice from the contagion spell.
Medicinal Miracle. As an action, you can touch a creature which died within the past minute and instantly return it back to life with 1 hit point. This effect cannot return a creature to life if it died of old age, and it doesn't restore missing parts.
Surgical Stimulation. Over the course of 1 minute, you can perform a surgical procedure on one creature which
imparts the benefits of the regenerate spell on it.
Alternate Rogue
Expanded
A multitude of additional options for the Alternate Rogue! Includes Twenty Exploits,
Five Feats, and Nine Roguish Archetypes!
Version 2.2.1 - Created by /u/laserllama
Last Updated: March 16th, 2025
Artist Credits:
Covers - Anna Pavleeva - Hoard Robber
Page 1 - Deruchenko Alexander - Whisper Agent
Page 3 - Matt Stewart - Hooded Assassin
Page 4 - Forrest Imel - Dockside Extortionist
Page 5 - Alexander Gernig - Ezio Auditore
Page 6 - Zach Stella - Priest of Forgotten Gods
Page 7 - Chase Stone - Assassin's Strike
Page 8 - Mike Bierek - Infernal Scarring
Page 9 - Pauline Vob - Tavern Swindler
Page 10 - Greg Staples - Instigator Gang
Page 11 - Joseph Meehan - Madcap Experiment
Page 13 - Cristi Balanescu - Disciple of History
Page 14 - Aurore Folny - Scholar of Antiquity
Page 15 - Karla Ortiz - Stitcher Geralf